// // dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)

// // Implemented features:
// //  [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// //  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

// #include "../imgui/imgui.h"
// #include "imgui_impl_win32.h"
// #ifndef WIN32_LEAN_AND_MEAN
// #define WIN32_LEAN_AND_MEAN
// #endif
// #include <windows.h>
// #include <tchar.h>

// // Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
// #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
// #include <XInput.h>
// #else
// #define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
// #endif
// #if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
// #pragma comment(lib, "xinput")
// //#pragma comment(lib, "Xinput9_1_0")
// #endif

// // CHANGELOG
// // (minor and older changes stripped away, please see git history for details)
// //  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// //  2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
// //  2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
// //  2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
// //  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// //  2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
// //  2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
// //  2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
// //  2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// //  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
// //  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
// //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// //  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// //  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// //  2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
// //  2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// //  2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// //  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// //  2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.

// // Win32 Data
// static HWND                 g_hWnd = NULL;
// static INT64                g_Time = 0;
// static INT64                g_TicksPerSecond = 0;
// static ImGuiMouseCursor     g_LastMouseCursor = ImGuiMouseCursor_COUNT;
// static bool                 g_HasGamepad = false;
// static bool                 g_WantUpdateHasGamepad = true;
// static bool                 g_WantUpdateMonitors = true;

// // Forward Declarations
// static void ImGui_ImplWin32_InitPlatformInterface();
// static void ImGui_ImplWin32_ShutdownPlatformInterface();
// static void ImGui_ImplWin32_UpdateMonitors();

// // Functions
// bool    ImGui_ImplWin32_Init(void* hwnd)
// {
//     if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
//         return false;
//     if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
//         return false;

//     // Setup back-end capabilities flags
//     ImGuiIO& io = ImGui::GetIO();
//     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
//     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
//     io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
//     io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
//     io.BackendPlatformName = "imgui_impl_win32";

//     // Our mouse update function expect PlatformHandle to be filled for the main viewport
//     g_hWnd = (HWND)hwnd;
//     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
//     main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;
//     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
//         ImGui_ImplWin32_InitPlatformInterface();

//     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
//     io.KeyMap[ImGuiKey_Tab] = VK_TAB;
//     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
//     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
//     io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
//     io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
//     io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
//     io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
//     io.KeyMap[ImGuiKey_Home] = VK_HOME;
//     io.KeyMap[ImGuiKey_End] = VK_END;
//     io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
//     io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
//     io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
//     io.KeyMap[ImGuiKey_Space] = VK_SPACE;
//     io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
//     io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
//     io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
//     io.KeyMap[ImGuiKey_A] = 'A';
//     io.KeyMap[ImGuiKey_C] = 'C';
//     io.KeyMap[ImGuiKey_V] = 'V';
//     io.KeyMap[ImGuiKey_X] = 'X';
//     io.KeyMap[ImGuiKey_Y] = 'Y';
//     io.KeyMap[ImGuiKey_Z] = 'Z';

//     return true;
// }

// void    ImGui_ImplWin32_Shutdown()
// {
//     ImGui_ImplWin32_ShutdownPlatformInterface();
//     g_hWnd = (HWND)0;
// }

// static bool ImGui_ImplWin32_UpdateMouseCursor()
// {
//     ImGuiIO& io = ImGui::GetIO();
//     if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
//         return false;

//     ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
//     if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
//     {
//         // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
//         ::SetCursor(NULL);
//     }
//     else
//     {
//         // Show OS mouse cursor
//         LPTSTR win32_cursor = IDC_ARROW;
//         switch (imgui_cursor)
//         {
//         case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
//         case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
//         case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
//         case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
//         case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
//         case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
//         case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
//         case ImGuiMouseCursor_Hand:         win32_cursor = IDC_HAND; break;
//         case ImGuiMouseCursor_NotAllowed:   win32_cursor = IDC_NO; break;
//         }
//         ::SetCursor(::LoadCursor(NULL, win32_cursor));
//     }
//     return true;
// }

// // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
// // Because of that, it is a little more complicated than your typical single-viewport binding code!
// static void ImGui_ImplWin32_UpdateMousePos()
// {
//     ImGuiIO& io = ImGui::GetIO();

//     // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
//     // (When multi-viewports are enabled, all imgui positions are same as OS positions)
//     if (io.WantSetMousePos)
//     {
//         POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
//         if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
//             ::ClientToScreen(g_hWnd, &pos);
//         ::SetCursorPos(pos.x, pos.y);
//     }

//     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
//     io.MouseHoveredViewport = 0;

//     // Set imgui mouse position
//     POINT mouse_screen_pos;
//     if (!::GetCursorPos(&mouse_screen_pos))
//         return;
//     if (HWND focused_hwnd = ::GetForegroundWindow())
//     {
//         if (::IsChild(focused_hwnd, g_hWnd))
//             focused_hwnd = g_hWnd;
//         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
//         {
//             // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
//             // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient().
//             if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL)
//                 io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y);
//         }
//         else
//         {
//             // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window.)
//             // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE.
//             if (focused_hwnd == g_hWnd)
//             {
//                 POINT mouse_client_pos = mouse_screen_pos;
//                 ::ScreenToClient(focused_hwnd, &mouse_client_pos);
//                 io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
//             }
//         }
//     }

//     // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
//     // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
//     // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
//     // - This is _regardless_ of whether another viewport is focused or being dragged from.
//     // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the
//     // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows.
//     if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
//         if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
//             if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
//                 io.MouseHoveredViewport = viewport->ID;
// }

// // Gamepad navigation mapping
// static void ImGui_ImplWin32_UpdateGamepads()
// {
// #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
//     ImGuiIO& io = ImGui::GetIO();
//     memset(io.NavInputs, 0, sizeof(io.NavInputs));
//     if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
//         return;

//     // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
//     // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
//     if (g_WantUpdateHasGamepad)
//     {
//         XINPUT_CAPABILITIES caps;
//         g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
//         g_WantUpdateHasGamepad = false;
//     }

//     XINPUT_STATE xinput_state;
//     io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
//     if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
//     {
//         const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
//         io.BackendFlags |= ImGuiBackendFlags_HasGamepad;

//         #define MAP_BUTTON(NAV_NO, BUTTON_ENUM)     { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
//         #define MAP_ANALOG(NAV_NO, VALUE, V0, V1)   { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
//         MAP_BUTTON(ImGuiNavInput_Activate,      XINPUT_GAMEPAD_A);              // Cross / A
//         MAP_BUTTON(ImGuiNavInput_Cancel,        XINPUT_GAMEPAD_B);              // Circle / B
//         MAP_BUTTON(ImGuiNavInput_Menu,          XINPUT_GAMEPAD_X);              // Square / X
//         MAP_BUTTON(ImGuiNavInput_Input,         XINPUT_GAMEPAD_Y);              // Triangle / Y
//         MAP_BUTTON(ImGuiNavInput_DpadLeft,      XINPUT_GAMEPAD_DPAD_LEFT);      // D-Pad Left
//         MAP_BUTTON(ImGuiNavInput_DpadRight,     XINPUT_GAMEPAD_DPAD_RIGHT);     // D-Pad Right
//         MAP_BUTTON(ImGuiNavInput_DpadUp,        XINPUT_GAMEPAD_DPAD_UP);        // D-Pad Up
//         MAP_BUTTON(ImGuiNavInput_DpadDown,      XINPUT_GAMEPAD_DPAD_DOWN);      // D-Pad Down
//         MAP_BUTTON(ImGuiNavInput_FocusPrev,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB
//         MAP_BUTTON(ImGuiNavInput_FocusNext,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
//         MAP_BUTTON(ImGuiNavInput_TweakSlow,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB
//         MAP_BUTTON(ImGuiNavInput_TweakFast,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
//         MAP_ANALOG(ImGuiNavInput_LStickLeft,    gamepad.sThumbLX,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
//         MAP_ANALOG(ImGuiNavInput_LStickRight,   gamepad.sThumbLX,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
//         MAP_ANALOG(ImGuiNavInput_LStickUp,      gamepad.sThumbLY,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
//         MAP_ANALOG(ImGuiNavInput_LStickDown,    gamepad.sThumbLY,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
//         #undef MAP_BUTTON
//         #undef MAP_ANALOG
//     }
// #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
// }

// static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
// {
//     MONITORINFO info = { 0 };
//     info.cbSize = sizeof(MONITORINFO);
//     if (!::GetMonitorInfo(monitor, &info))
//         return TRUE;
//     ImGuiPlatformMonitor imgui_monitor;
//     imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
//     imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
//     imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
//     imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
//     imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
//     ImGuiPlatformIO& io = ImGui::GetPlatformIO();
//     if (info.dwFlags & MONITORINFOF_PRIMARY)
//         io.Monitors.push_front(imgui_monitor);
//     else
//         io.Monitors.push_back(imgui_monitor);
//     return TRUE;
// }

// static void ImGui_ImplWin32_UpdateMonitors()
// {
//     ImGui::GetPlatformIO().Monitors.resize(0);
//     ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
//     g_WantUpdateMonitors = false;
// }

// void    ImGui_ImplWin32_NewFrame()
// {
//     ImGuiIO& io = ImGui::GetIO();
//     IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");

//     // Setup display size (every frame to accommodate for window resizing)
//     RECT rect;
//     ::GetClientRect(g_hWnd, &rect);
//     io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
//     if (g_WantUpdateMonitors)
//         ImGui_ImplWin32_UpdateMonitors();

//     // Setup time step
//     INT64 current_time;
//     ::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
//     io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
//     g_Time = current_time;

//     // Read keyboard modifiers inputs
//     io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
//     io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
//     io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
//     io.KeySuper = false;
//     // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.

//     // Update OS mouse position
//     ImGui_ImplWin32_UpdateMousePos();

//     // Update OS mouse cursor with the cursor requested by imgui
//     ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
//     if (g_LastMouseCursor != mouse_cursor)
//     {
//         g_LastMouseCursor = mouse_cursor;
//         ImGui_ImplWin32_UpdateMouseCursor();
//     }

//     // Update game controllers (if enabled and available)
//     ImGui_ImplWin32_UpdateGamepads();
// }

// // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
// #ifndef WM_MOUSEHWHEEL
// #define WM_MOUSEHWHEEL 0x020E
// #endif
// #ifndef DBT_DEVNODES_CHANGED
// #define DBT_DEVNODES_CHANGED 0x0007
// #endif

// // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// // Call from your application's message handler.
// // When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
// // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
// #if 0
// // Copy this line into your .cpp file to forward declare the function.
// extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// #endif
// IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
// {
//     if (ImGui::GetCurrentContext() == NULL)
//         return 0;

//     ImGuiIO& io = ImGui::GetIO();
//     switch (msg)
//     {
//     case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
//     case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
//     case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
//     case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
//     {
//         int button = 0;
//         if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
//         if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
//         if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
//         if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
//         if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
//             ::SetCapture(hwnd);
//         io.MouseDown[button] = true;
//         return 0;
//     }
//     case WM_LBUTTONUP:
//     case WM_RBUTTONUP:
//     case WM_MBUTTONUP:
//     case WM_XBUTTONUP:
//     {
//         int button = 0;
//         if (msg == WM_LBUTTONUP) { button = 0; }
//         if (msg == WM_RBUTTONUP) { button = 1; }
//         if (msg == WM_MBUTTONUP) { button = 2; }
//         if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
//         io.MouseDown[button] = false;
//         if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
//             ::ReleaseCapture();
//         return 0;
//     }
//     case WM_MOUSEWHEEL:
//         io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
//         return 0;
//     case WM_MOUSEHWHEEL:
//         io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
//         return 0;
//     case WM_KEYDOWN:
//     case WM_SYSKEYDOWN:
//         if (wParam < 256)
//             io.KeysDown[wParam] = 1;
//         return 0;
//     case WM_KEYUP:
//     case WM_SYSKEYUP:
//         if (wParam < 256)
//             io.KeysDown[wParam] = 0;
//         return 0;
//     case WM_CHAR:
//         // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
//         if (wParam > 0 && wParam < 0x10000)
//             io.AddInputCharacterUTF16((unsigned short)wParam);
//         return 0;
//     case WM_SETCURSOR:
//         if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
//             return 1;
//         return 0;
//     case WM_DEVICECHANGE:
//         if ((UINT)wParam == DBT_DEVNODES_CHANGED)
//             g_WantUpdateHasGamepad = true;
//         return 0;
//     case WM_DISPLAYCHANGE:
//         g_WantUpdateMonitors = true;
//         return 0;
//     }
//     return 0;
// }


// //--------------------------------------------------------------------------------------------------------
// // DPI-related helpers (optional)
// //--------------------------------------------------------------------------------------------------------
// // - Use to enable DPI awareness without having to create an application manifest.
// // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// //   but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// //   neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
// //---------------------------------------------------------------------------------------------------------
// // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
// // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
// // If you are trying to implement your own back-end for your own engine, you may ignore that noise.
// //---------------------------------------------------------------------------------------------------------

// // Implement some of the functions and types normally declared in recent Windows SDK.
// #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
// static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
// {
//     OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
//     DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
//     ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
//     cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
//     cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
//     return ::VerifyVersionInfoW(&osvi, mask, cond);
// }
// #define IsWindows8Point1OrGreater()  IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
// #endif

// #ifndef DPI_ENUMS_DECLARED
// typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
// typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
// #endif
// #ifndef _DPI_AWARENESS_CONTEXTS_
// DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
// #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE    (DPI_AWARENESS_CONTEXT)-3
// #endif
// #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
// #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
// #endif
// typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS);                     // Shcore.lib + dll, Windows 8.1+
// typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*);        // Shcore.lib + dll, Windows 8.1+
// typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)

// // Helper function to enable DPI awareness without setting up a manifest
// void ImGui_ImplWin32_EnableDpiAwareness()
// {
//     // Make sure monitors will be updated with latest correct scaling
//     g_WantUpdateMonitors = true;

//     // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
//     {
//         static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
//         if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
//         {
//             SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
//             return;
//         }
//     }
//     if (IsWindows8Point1OrGreater())
//     {
//         static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
//         if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
//         {
//             SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
//             return;
//         }
//     }
// #if _WIN32_WINNT >= 0x0600
//     ::SetProcessDPIAware();
// #endif
// }

// #if defined(_MSC_VER) && !defined(NOGDI)
// #pragma comment(lib, "gdi32")   // Link with gdi32.lib for GetDeviceCaps()
// #endif

// float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
// {
//     UINT xdpi = 96, ydpi = 96;
//     static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
//     if (bIsWindows8Point1OrGreater)
//     {
//         static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
//         if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
//             GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
//     }
// #ifndef NOGDI
//     else
//     {
//         const HDC dc = ::GetDC(NULL);
//         xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
//         ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
//         ::ReleaseDC(NULL, dc);
//     }
// #endif
//     IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
//     return xdpi / 96.0f;
// }

// float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
// {
//     HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
//     return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
// }


// //--------------------------------------------------------------------------------------------------------
// // IME (Input Method Editor) basic support for e.g. Asian language users
// //--------------------------------------------------------------------------------------------------------

// #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions
// #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
// #endif

// #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
// #define HAS_WIN32_IME   1
// #include <imm.h>
// #ifdef _MSC_VER
// #pragma comment(lib, "imm32")
// #endif
// static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
// {
//     COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } };
//     if (HWND hwnd = (HWND)viewport->PlatformHandle)
//         if (HIMC himc = ::ImmGetContext(hwnd))
//         {
//             ::ImmSetCompositionWindow(himc, &cf);
//             ::ImmReleaseContext(hwnd, himc);
//         }
// }
// #else
// #define HAS_WIN32_IME   0
// #endif

// //--------------------------------------------------------------------------------------------------------
// // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
// //--------------------------------------------------------------------------------------------------------

// // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// struct ImGuiViewportDataWin32
// {
//     HWND    Hwnd;
//     bool    HwndOwned;
//     DWORD   DwStyle;
//     DWORD   DwExStyle;

//     ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false;  DwStyle = DwExStyle = 0; }
//     ~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); }
// };

// static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
// {
//     if (flags & ImGuiViewportFlags_NoDecoration)
//         *out_style = WS_POPUP;
//     else
//         *out_style = WS_OVERLAPPEDWINDOW;

//     if (flags & ImGuiViewportFlags_NoTaskBarIcon)
//         *out_ex_style = WS_EX_TOOLWINDOW;
//     else
//         *out_ex_style = WS_EX_APPWINDOW;

//     if (flags & ImGuiViewportFlags_TopMost)
//         *out_ex_style |= WS_EX_TOPMOST;
// }

// static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
// {
//     ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
//     viewport->PlatformUserData = data;

//     // Select style and parent window
//     ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle);
//     HWND parent_window = NULL;
//     if (viewport->ParentViewportId != 0)
//         if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId))
//             parent_window = (HWND)parent_viewport->PlatformHandle;

//     // Create window
//     RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
//     ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
//     data->Hwnd = ::CreateWindowEx(
//         data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle,   // Style, class name, window name
//         rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top,    // Window area
//         parent_window, NULL, ::GetModuleHandle(NULL), NULL);                    // Parent window, Menu, Instance, Param
//     data->HwndOwned = true;
//     viewport->PlatformRequestResize = false;
//     viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd;
// }

// static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
// {
//     if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData)
//     {
//         if (::GetCapture() == data->Hwnd)
//         {
//             // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
//             ::ReleaseCapture();
//             ::SetCapture(g_hWnd);
//         }
//         if (data->Hwnd && data->HwndOwned)
//             ::DestroyWindow(data->Hwnd);
//         data->Hwnd = NULL;
//         IM_DELETE(data);
//     }
//     viewport->PlatformUserData = viewport->PlatformHandle = NULL;
// }

// static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
//         ::ShowWindow(data->Hwnd, SW_SHOWNA);
//     else
//         ::ShowWindow(data->Hwnd, SW_SHOW);
// }

// static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
// {
//     // (Optional) Update Win32 style if it changed _after_ creation.
//     // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     DWORD new_style;
//     DWORD new_ex_style;
//     ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);

//     // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
//     if (data->DwStyle != new_style || data->DwExStyle != new_ex_style)
//     {
//         data->DwStyle = new_style;
//         data->DwExStyle = new_ex_style;
//         ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle);
//         ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle);
//         RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
//         ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
//         ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED);
//         ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
//         viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
//     }
// }

// static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     POINT pos = { 0, 0 };
//     ::ClientToScreen(data->Hwnd, &pos);
//     return ImVec2((float)pos.x, (float)pos.y);
// }

// static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
//     ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
//     ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
// }

// static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     RECT rect;
//     ::GetClientRect(data->Hwnd, &rect);
//     return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
// }

// static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
//     ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
//     ::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
// }

// static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     ::BringWindowToTop(data->Hwnd);
//     ::SetForegroundWindow(data->Hwnd);
//     ::SetFocus(data->Hwnd);
// }

// static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     return ::GetForegroundWindow() == data->Hwnd;
// }

// static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     return ::IsIconic(data->Hwnd) != 0;
// }

// static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
// {
//     // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
//     ImVector<wchar_t> title_w;
//     title_w.resize(n);
//     ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
//     ::SetWindowTextW(data->Hwnd, title_w.Data);
// }

// static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
//     if (alpha < 1.0f)
//     {
//         DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
//         ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
//         ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
//     }
//     else
//     {
//         DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
//         ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
//     }
// }

// static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
// {
//     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
//     IM_ASSERT(data->Hwnd != 0);
//     return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd);
// }

// // FIXME-DPI: Testing DPI related ideas
// static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
// {
//     (void)viewport;
// #if 0
//     ImGuiStyle default_style;
//     //default_style.WindowPadding = ImVec2(0, 0);
//     //default_style.WindowBorderSize = 0.0f;
//     //default_style.ItemSpacing.y = 3.0f;
//     //default_style.FramePadding = ImVec2(0, 0);
//     default_style.ScaleAllSizes(viewport->DpiScale);
//     ImGuiStyle& style = ImGui::GetStyle();
//     style = default_style;
// #endif
// }

// static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
// {
//     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
//         return true;

//     if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
//     {
//         switch (msg)
//         {
//         case WM_CLOSE:
//             viewport->PlatformRequestClose = true;
//             return 0;
//         case WM_MOVE:
//             viewport->PlatformRequestMove = true;
//             break;
//         case WM_SIZE:
//             viewport->PlatformRequestResize = true;
//             break;
//         case WM_MOUSEACTIVATE:
//             if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
//                 return MA_NOACTIVATE;
//             break;
//         case WM_NCHITTEST:
//             // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
//             // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
//             // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
//             // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
//             if (viewport->Flags & ImGuiViewportFlags_NoInputs)
//                 return HTTRANSPARENT;
//             break;
//         }
//     }

//     return DefWindowProc(hWnd, msg, wParam, lParam);
// }

// static void ImGui_ImplWin32_InitPlatformInterface()
// {
//     WNDCLASSEX wcex;
//     wcex.cbSize = sizeof(WNDCLASSEX);
//     wcex.style = CS_HREDRAW | CS_VREDRAW;
//     wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
//     wcex.cbClsExtra = 0;
//     wcex.cbWndExtra = 0;
//     wcex.hInstance = ::GetModuleHandle(NULL);
//     wcex.hIcon = NULL;
//     wcex.hCursor = NULL;
//     wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
//     wcex.lpszMenuName = NULL;
//     wcex.lpszClassName = _T("ImGui Platform");
//     wcex.hIconSm = NULL;
//     ::RegisterClassEx(&wcex);

//     ImGui_ImplWin32_UpdateMonitors();

//     // Register platform interface (will be coupled with a renderer interface)
//     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
//     platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
//     platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
//     platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
//     platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
//     platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
//     platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
//     platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
//     platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
//     platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
//     platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
//     platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
//     platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
//     platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
//     platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
//     platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
// #if HAS_WIN32_IME
//     platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
// #endif

//     // Register main window handle (which is owned by the main application, not by us)
//     // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
//     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
//     ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
//     data->Hwnd = g_hWnd;
//     data->HwndOwned = false;
//     main_viewport->PlatformUserData = data;
//     main_viewport->PlatformHandle = (void*)g_hWnd;
// }

// static void ImGui_ImplWin32_ShutdownPlatformInterface()
// {
//     ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
// }

// //---------------------------------------------------------------------------------------------------------
